1). Every modification is wrapped in #ifdef ... #endif blocks2). Almost every new feature was written/rewritten from scratch in a logical manner that is easy to follow.3). Project files: Visual Studio 6, CodeBlocks, Visual Studio 2008 C++ Express. Click compile = done. Zero errors, zero warnings.4). This engine source is an open invitation to load up on bug-fixes and/or modifications. See quakedef.h5). Engine compiles into FitzQuake 0.85 by changing a mere 0 to a 1 in quakedef.h.

scrollx_ textures can be used for billoards, surfaces that appear to becontinually moving, etc. envmap_ textures work well for metallic trim,Alpha textures default to "{" like the RMQ Engine but the prefix can bechanged via r_texprefix_fence.

scrollx_ textures can be used for billoards, surfaces that appear to becontinually moving, etc. envmap_ textures work well for metallic trim,Alpha textures default to "{" like the RMQ Engine but the prefix can bechanged via r_texprefix_fence.

type r_waterripple 3 in the console. Look at water. Then ...type gl_subdivide_size 16 in the console. Look at water again withr_waterripple on. (Feature works best on water vised maps.)

bind "capturevideo toggle" to a key. Record some video. First timestarts it, second time stops it. Type "folder".

Everything went through some exhaustive "quality assurance" making sureall features function right even with FitzQuake niceties like r_showtris.

Although the above extras are nice, the emphais of this mini-projectwas implementing a list of bug-fixes that have surfaced in the knowledgepool in recent days, documenting them heavily in code and applying themto FitzQuake.

Code Features:----------------Every new feature is an #ifdef ... #endif block. In fact changing a single 1 toa zero to a 1 builds into FitzQuake 0.85. Ripping features or unravelling howthey are implemented is a breeze. See quakedef.h. Most features can be disabledby commenting out a single line, I say "most" because a few features depend onanother feature being enabled. There are few of those.

Engine Features:----------------

See home page or quakedef.h but this includes a considerable quantity of bugfixes. And ...

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..

Well, whatever it is, it is hard to be taken seriously given the fact that 1.01-ish source has been actually unofficially available for about 15 years due to that crack.com incident and those sources have no such indication about the original nominal sound clip dist being different back then. (I don't have a link to that source anymore, but see wmquake which is actually based on that source: http://www.ne.jp/asahi/linux/timecop/, http://www.ne.jp/asahi/linux/timecop/so ... .1.tar.bz2)

I wanted to do scrolling textures (ab)using FTE's scrapped "bulleten" code) for Engoo once in my Nov 2010 featurecreepcodingrush. I never got it to work properly, and how would we define scrolling texture standards? Another prefix to parse in the texture name? like &su8vortex to scroll up 8 texels a sec, &sd3&sr7cheese to scroll down 3 texels and right 7 texels a second, or so...

We don't have surfaceflags so it's the least we can do

mh wrote:I recall seeing that comment in 2002 or thereabouts but have noidea where. There's no reason to doubt it but then again there's no reason to believe it. Confirmation would be good.

I wish Carmack gave a 'i don't care okay' about the leaked 1.01 source and the 1.06 qc source. There's even been a couple early Doom source ports that nick out of the leaked Quake source, Doom Legacy especially, in 1998, even with the usual function/struct renaming cover to make it less obvious. When they added a "Quake-style console" it literally IS the Quake console.

Darkplaces and Engoo have clean room "old attenuation" fixes done 2 years ago. In 1.01-1.06 you could hear explosions farther and sometimes their panning would be too directional. 1.07 added "proper" calculation which made the hearing range a bit shorter, but it's not the same spatialization function. This function is also identical in Quake 2 and Hexen II.

Q3's sound spatialization is even SHORTER ranged and i've even tried that in Quake once.

While not as critical nowadays i agree with mh here its also crucial for some tools to parse things correctly that a source file ends in a newline.This is not only relevant to gcc compilers but affects every compiler though some like msvc wont bitch about it